Skip PC VR setup everyday through headset!
We wanted to use Quest (have v2 currently) headsets for showroom VR, but they have proved too complex for none-IT users to deal with, even if you are accustomed to PC tech the way you have to put on the headset and choose the PC link every time is a drag and at times the it's glitchy. Is there any way to mod the headsets to always start up in PC link mode so no in-headset menu navigation is required?Solved130Views0likes6CommentsPossible to access microphone in Quest 3 via Airlink in Windows 11?
Hi there, I'm currently planning to develop a PC VR app that uses pyAudio(ie. Python Audio) to capture and process live microphone input, with the Quest 3 connected to the PC(a Windows 11 laptop) via Airlink. So I'm wondering if the microphone is recognized by Windows 11 and accessible to Python just like my laptop's microphone(ie. as a 2nd recording device)? Btw my current understanding is that under Airlink, the Quest 3's tracking data and microphone input are beamed to the laptop via the wifi network while the rendered video/audio output are beamed back to the headset. So is this correct? Many thanks! Melvin Eng.930Views0likes0CommentsShared Spatial Anchors for PC Rift in Unity
Hello, I am trying to use Shared Spatial Anchors for a Unity PC application and I have some issues: I undestand that Spatial Anchors may be shared with other users using OVRSpace.StorageLocation.Cloud when saving anchors. However, from the Meta Quest Developer Hub, in Platform Services I can't activate Cloud Storage. It is not available for Rift Applications (see the screenshot) So, is it related? May I create spatial anchors and share them with users although Meta doesnt allow to Add the Cloud Storage Service? Thank you!907Views1like0CommentsLog in with the Meta user account using PCLink to use Shared Spatial Anchor
Hello, We are developing an app in Unity using the Meta SDK. So far, we have implemented Shared Spatial Anchors, and they work fine when we build the project for Android. We are now trying to build the app for Windows and connect a computer with a Meta Quest 3 device. However, we are unable to log in to the app with Meta. We attempt to log in with the Meta account in the app using the following code: Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback); We would like to know if it is possible to log in with the Meta user account using PCLink. If so, does it require any extra configuration? Thank you very much.1.1KViews0likes0CommentsProblems with getting Oculus ID from Oculus.Platform.Users.GetLoggedInUser()
Hi. Im making game rn, and trying to add own database-based cloud storage. So i need to get Oculus ID of each player to send it to database. And its working perfectly in Unity Editor, but when im trying to do same thing in Quest - its just returning null, and there is no errors. Can someone help me? And i actually think that this problem is because of Platform.Core.Initialize(id), but idrk.1.7KViews0likes1CommentHelp required..!!! Platform.Users.GetLoggedInUser() returning emptyString for displayName field
Hey Guys, I was trying to build a small VR app for Rift. I was trying to use the displayName returned by Platform.Users.GetLoggedInUser() in my game rather than taking player name as input again in my game. I was using Unity to build this. I was stuck up with 2 things here... I wanted to get the displayName as shown in the Oculus home screen but displayName field in Platform.Users.GetLoggedInUser() is returning username of the account. In Editor, for displayName at least I am getting a username. But when I had proceeded to keep windows build and upload it to a beta channel for testing. In the build, the displayName field in Platform.Users.GetLoggedInUser() is returning an empty string (I had added myself as a user to that release channel) Can you guys help me out?1.1KViews0likes0CommentsThe value of the tracking sensor may change when I start the app in the same position/ orientation.
I'm developing an Oculus Rift S app. Currently, I am having a problem. When debugging, the value of the tracking sensor may be different even if I start the app with the goggles in the same position and orientation. (Specifically, it changes by 0.2m in the z-axis and about 20 degrees in the yaw.) (It occurs when the app is restarted several times without moving with goggles on.) I think that the origin of the tracking sensor changes when setting the Guardian (setting floor height, play area). In this case, even if the goggles are in the same position and orientation, the tracking sensor value will change before and after the Guardian setting. However, the value of the tracking sensor may be different even though the Guardian setting has not been changed. What could be the reason for this?672Views0likes0CommentsOculus Touch quick start guide - plus free skinned hand models
Hey, so you just got Touch? Fantastic. I thought I'd make a quick list of points to help you get going with Unity integration. This might be obvious stuff to others but I thought with the number of additional devs receiving Touch kits and Oculus continuing to hand them out this might benefit some. And Cyber [or anyone else], please correct me if I'm wrong about the following stuff: 1.First up, grab the latest Oculus Unity Utilities and Touch integration. This stuff is still evolving so to avoid errors and snags, make sure you're up to date. See the ReadMe file in the OvrTouch folder for these points and more info. 2.In your project, once the Touch sample package is imported, bring in the Touch prefabs and connect up the right and left hand anchors. You can find the prefabs in the OvrTouch/Content/Hands/ folder. Select the prefabs one at a time and drag the appropriate HandAnchor transform to the Touch Anchor field on the prefab. 3. To prevent odd movement glitches and update issues, it's recommended that you parent the hand prefabs into the PlayerController hierarchy, preferably under the camera coordinate space. Under the TrackingSpace node seems to work well for me. 4. Set: Edit->Project Settings->Time->Fixed Timestep = 0.01111111 to reduce judder and hand tracking latency. 5. Don't forget to try the sample scenes in the OvrTouch/Content folder. OvrTouchDemo and TapeMeasure in particular for a taste of the haptics capability. 6. Now to the fun stuff. I think Oculus prefer that we not use the blue sample hands in projects we distribute or show to others. I skinned up a pair of replacement hands you're welcome to use if you like. They're a bit higher resolution than the samples [and let's face it they're a pair of white male hands which may not suit you or your project!] but you can at least get going with them if you want to move away from the blue ones. They look like this: Get them from my dropbox here: https://www.dropbox.com/s/v71kr0p5ooaxvhz/HumanHands.zip?dl=0 In the zip file you should find the following items: r_hand_skeletal.fbx <-- replace the identical item in your OvrTouch/Content/Hands/Models/ folder with this l_hand_skeletal.fbx <-- replace the identical item in your OvrTouch/Content/Hands/Models/ folder with this humanHand_3D_COLOR.jpg <-- put this wherever you prefer to keep textures humanHand_3D_NRM.jpg <-- put this wherever you prefer to keep textures humanHandSkin.mat <-- put this wherever you prefer to keep materials These hands come from a blender model created by SuperDasil: http://www.blendswap.com/blends/view/81285 licensed under the Creative Commons. I have remodeled them a bit to match the Oculus touch sample joint proportions and capped the ends to be a little more pleasing to the eye. Should updated Oculus Touch samples come along with significant changes I can update these to match. 7. Finally you'll want to grab things in your own project huh. Items you wish to interact with need to be rigidBody physics objects which means you'll want to setup the usual components required for that. This may also mean you need to set up colliders etc so your objects don't fall through the floor when you put them down [or throw them for fun]. Simply add the supplied Grabbable.cs script [OvrTouch/Script/Hands/] to your object and you should be good to go. That should get you up and running. If anyone else has useful info to share please do, the more the merrier. -julian12KViews0likes15CommentsBeta Release Channel of The Days After
We'd like to invite any interested Oculus Devs to try out our demo of The Days After . We are super excited to finally get our game in a state where we can share it with others. It has been a long road for us to get here as it's only two of us working on the project. The demo contains roughly 20-25 minutes of the gameplay and takes place at the start of the game's campaign. We are looking for feedback as we want to produce the best possible game we can make...any feedback is greatly appreciated! Just let us know the email address associated with your Oculus account and we will add you to the beta release channel. You can post feedback as a reply to this post or message us directly. Thanks! Pamela & Stephen Five Finger Studios support@fivefingerstudios.com http://www.fivefingerstudios.com/thedaysafter583Views0likes0Comments